Hi there! I'm new here. I'm going to buy Adventure Creator. And I'm interested in developing 360-degree panorama based adventures like Dracula, Scratches etc. Is it real to make such games with Adventure Creator?
This isn't a built-in "perspective type" in AC's settings, but it should be possible to achieve this using panoramic texture attached to a sphere.
See this thread covering the same topic. I'd recommend trying out the "panoramic texture + sphere" technique before you purchase AC, to be sure that this is the effect you're going for.
Thank you for your reply, @ChrisIceBox.
There are also non-panoramic images in this type of games. For example, when you interact with interactable objects. I suppose I should use teleport to move the camera to the simple image and just constrain its rotation?
Yes, that'd be fine - though you'd also have to amend your game's "Movement method" to "None" if you're using AC's first-person camera. Otherwise, AC will automatically rely on the First-person camera at all times during gameplay.
This'd just be a case of using the Engine: Manage systems Action set to None at the start of such a cutaway, and another set to First Person at the end of it.
Alternatively, you could also rely on a custom camera - you're not limited to using AC's built-in first person camera. This script, for example, allows for a first-person camera that limits rotation in the spin axis.
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Welcome to the community, @FanFanya.
This isn't a built-in "perspective type" in AC's settings, but it should be possible to achieve this using panoramic texture attached to a sphere.
See this thread covering the same topic. I'd recommend trying out the "panoramic texture + sphere" technique before you purchase AC, to be sure that this is the effect you're going for.
There are also non-panoramic images in this type of games. For example, when you interact with interactable objects. I suppose I should use teleport to move the camera to the simple image and just constrain its rotation?
Yes, that'd be fine - though you'd also have to amend your game's "Movement method" to "None" if you're using AC's first-person camera. Otherwise, AC will automatically rely on the First-person camera at all times during gameplay.
This'd just be a case of using the Engine: Manage systems Action set to None at the start of such a cutaway, and another set to First Person at the end of it.
Alternatively, you could also rely on a custom camera - you're not limited to using AC's built-in first person camera. This script, for example, allows for a first-person camera that limits rotation in the spin axis.